TSR 1011B Set 1 Basic Rules (Red Box with Elmore Art Mid 1980's).pdf

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Preface
This is a game that is fun. It helps you
imagine.
ever made. And you will see why, in just
a bit.
When you bought some other game
or book, did you ever think, “Gee, that’s
nice, but it’s not quite what I thought it
would be”? Well, your D&D adventures
will be just what you want, because
you’re the one making them up!
And it’s not hard. It takes a little read-
ing and a little thinking, but most of all,
it’s fun.
It’s fun when you discover that no-
body loses, and everybody wins!
It’s fun when you get good at the
game . . . for example, knowing what to
expect in a kobold cave, and which drag-
ons are on your side.
And you don’t have to put in a coin
each time, like many other games. Once
you have these rules, you don’t need
anything else.
lots more. But you already have every-
thing you need to start: this package, and
your imagination. That will do it.
Ah, yes; it does cost one more thing,
which you also have right now - a bit of
time. It takes a few minutes to learn the
basic rules, and another hour or two to
play a full game. You will probably want
to spend more time, and might even
make it a hobby; millions of people have.
But for now, just sit back and imagine.
“Your character stands atop a grassy hill . . .
the sun glints off your golden hair, rippling in
the warm breeze . . . you absent-mindedly rub
the gem-studded hilt of your magac sword, and
glance over at the dwarf and elf, bickering as
usual about how to load the horses . . . the
magic-user has memorized her spells, and says
she’s ready to go . . . a dangerous dungeon
entrance gapes at you from the mountain
nearby, and inside, a fearsome dragon awaits.
Time to get moving. . .
Have Fun!
“As you whirl around, your sword ready, the
huge, red, fire-breathing dragon swoops
toward you with a ROAR!”
See? Your imagination woke up already.
Now imagine: This game may be more
fun than any other game you have ever
played!
The DUNGEONS & DRAGONS@
game is a way for us to imagine together
- like watching the same movie, or
reading the same book. Butyou can write
the stories, without putting a word on
paper -just
by playing the D&D@
game.
You, along with your friends, will
create a great fantasy story, you will put
it away after each game, and go back to
school or work, but - like a book - the
adventure will wait. It’s better than a
book, though; it will keep going as long
as you like.
It is nearly the most popular game
There’s more, of course, if you want it:
exciting adventures to play, miniature fig-
ures of monsters and characters, expert
rules for more experienced players, and
Frank Mentzer
February, 1983
How to use this book
in this set is the DUNGEON MASTERS
RULEBOOK, and explains everything
the DM needs to know.
Acknowledgements
You can learn how to play the DUN-
GEONS & DRAGONS@game by your-
self, simply by reading the next sections
of this booklet. You don’t have to memo-
rize everything as you read; the first two
adventures are designed to teach you
while you play. If you are ready to learn,
begin reading at Start here.
The game is usually played in groups
of 3 or more people. If you want to learn
with others, it’s best if one person al-
ready knows how to play, and can teach
the others. If not, you (or one of the
others) may read the first adventure
aloud, while everyone follows along, to
learn the basics of the game. However,
it’s better if each person can read the
adventures separately.
When you all know how to play char-
acters, read the sections “DUNGEONS
& DRAGONS Characters” and “Play-
ing with a Group”. One person must
also learn how to be a Dungeon Master
(or DM) - the person who plays the
roles of the Monsters. The other booklet
The following individuals have made
this work po&ble through its years of
evolution: Dave Arneson, Brian Blume,
Dave Cook, Anne C. Gray, Ernie Gygax,
E. Gary Gygax, Allen Hammack, Kevin
Hendryx, John Eric Holmes, Harold
Johnson, Tim Kask, Jeff Key, Rob
Kuntz, Alan Lucien, Steve Marsh, Tom
Moldvay, Mike Mornard, Jon Pickens,
Brian Pitzer, Michael Price, Patrick L.
Price, Paul Reiche, Evan Robinson, Gor-
don Schick, Lawrence Schick, Don
Snow, Edward G. Sollers, Garry Spiegle,
Stephen D. Sullivan, Ralph Wagner, Jim
Ward, Jean Wells, and Bill Wilkerson.
This set gives all the details for playing a
DUNGEONS & DRAGONS game. With
these rules, your characters can reach
the 3rd level of experience. (These and
other terms are explained later in this
booklet.) Other sets are available, with
more magic items and spells, monsters,
and rules for bigger and better games.
Set #2 is the D&D@EXPERT Rules,
for character levels 4th through 14th.
The D&D@COMPANION Rules is Set
#3, for characters levels 15th through
25th; and the D&D@MASTERS Set
gives the remaining: details for character
kvels 26th throughv 36th.
Thanks also to Donald Paterson, for
opening my own door to the D&~
Everything in these sets fits together
to form a
D&D fantasy
for Playing
world, and special thanks to Harold
playing games.
Johnson, who escorted me in.
may use all or part of these rules. They
often include several ways of playing
and running the game. You may create
new rules, monsters, and magic, using
these rules as guidelines.
861075442.005.png
Players Manual
by Gary Gygax and Dave Arneson
Table of Contents
Learning to play DUNGEONS & DRAGONS@games ....................
2
Revised by Frank Mentzer
Illustrations by Larry Elmore
and Jeff Easley
0 1974, 1977, 1978, 1981, 1983
TSR Hobbies, Inc.
All Rights Reserved
Start here
What is “role playing”?
What role will I play?
Your first adventure
........ 3
....... 9
.................................
..
Your character ...............................................
Alignment: How characters and monsters behave
Now where do you go?
The character sheet
Ability scores
..
Adjustments .................................
.....
........ 10
Saving throws
Special abilities
Combat chart
Dedication
This game has undergone a startling
metamorphosis from its earliest forms,
written for hobbyists, to the current
revision, usable and understandable by
nearly anyone. The original flavor and
intent has been carefully preserved.
With the greatest admiration, respect,
and thanks, this edition is dedicated to
the president and founder of TSR
Hobbies: E. GARY GYGAX.
..
Magic items ...................
.............
........ 11
Normal items
Other notes
Money and treasure
........ 12
..................................
..
Experience
Dice
This is very important. Be sure to read it carefully.
..
....... 13
Solo adventure .............
.............................
Part 1: Town business
Part 2: Battles
...............................
........ 14
More damage
The monsters
Combat checklist
Record keeping
Getting killed
Mapping
DUNGEONS & DRAGONS@ and D&D@
are registered trademarks owned by
TSR Hobbies, Inc.
This book is protected under the
copyright laws of the United States of
America. Any reproduction or other
unauthorized use of the material or
artwork contained herein is prohibited
without the express written consent of
TSR Hobbies, Inc.
......... 15
........ 22
....... 23
...........................
Part 3: Into the caves
After the adventure.. ................... ........
DUNGEONS & DRAGONS@characters. .......................
What comes next?
Character classes
Prime requisites
Saving throws
Distributed to the book trade in the
United States by Random House, Inc.
and in Canada by Random House of Canada,
Ltd. Distributed to the toy and hobbv
trade by regional distributors.
........ 24
Character class: human ..................................
Cleric
Fighter ..........................................
............ 28
Magic-user .......... ........................
Thief .........................................
Printed in the U.S.A.
First Printing - May, 1983
.............. 43
.............
Character class: demi-human
Dwarf
...................................
..................
Players are not characters! ........................
Playing with a group ..................................................
How to prepare
Character alignment .................
...................
Adventuring rules ......................................
Encounter rules .............
......................
TM
Additional rules. .............
......................
59
TSR Hobbies. Inc
Missile weapons
................. 60
Variable weapon damage ....................
Combat maneuvers
...................
nce
.......................
......... 62
................
ing
Glossary ...........................................
............. 63
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Learning how to play DUNGEONS & DRAGONS” games
Start here
board could have all the dungeons,
dragons, monsters, and characters you
will need!
For now, while you are learning, you
will play a role in your imagination.
Later, when you play the game with oth-
ers, you will all be playing different roles
and talking together as if you were the
characters. It will be easy, but first you
need to get ready.
You also need equipment for adventur-
ing. You are carrying a backpack and
other items, very similar to what you
would carry when camping. Some of
these items include food, water, rope, a
lantern, and so forth; for now, just as-
sume you have everything you need to
survive in the wilderness.
With monsters around, you need pro-
tection! You are wearing armor made of
links of chain (called chain mail) and a
helmet. You own a beautiful sword, and
have a dagger tucked into one boot,just
in case. You know how to use all of your
equipment properly.
If you like, you can give your fighter a
name. It doesn’t matter whether you are
male or female.
All set? Let’s go!
A dungeon is a group of rooms and cor-
ridors in which monsters and treasures
can be found. And you will find them, as
you play the role of a character in a fan-
tasy world. There are many kinds of
monsters, but dragons are the biggest
and most dangerous - and have the
most treasure.
You can start playing this game right
now - without learning any rules, and
without anyone else to play with! Just start
reading, and you will discover the basics of
the game in a matter of minutes.
During your first adventure, you will
only need one of the dice in the box.
The others will be used later, for now all
you need is the roundish one with the
numbers 1 to 20 on it. Use the crayon to
fill in the numbers, and rub off extra
wax with a tissue so only the numbers
are colored in.
After you do that, get a pencil and
paper - and you’re ready to start!
Read this booklet just like any book.
Don’t skip around! This edition has been
completely revised to introduce the
game to you, step by step. While you are
reading the next sections, you will learn
many things about the game. You do not
have to memorize everything as you go
along.
By the time you have played the Solo
Adventure (pages 13-22), you will know
how to play the basic game. The rest of
this booklet gives other details that you
wiil need when playing the game with
others.
In group games, one person is the
Dungeon Master, and everyone else is a
player. The Dungeon Master (or DM,
for short) runs the game, while the oth-
ers play the roles of characters. The
other booklet in this set, DUNGEON
MASTERS RULEBOOK, gives all the
information needed for running group
games.
What role will I play?
Imagine: it is another place, another
time. The world is much like ours was,
long ago, with knights and castles and no
science or technology - no electricity,
no modern comforts of any kind.
Imagine: dragons are real. Were-
wolves are real. Monsters of all kinds live
in caves and ancient ruins. And magic
really works!
Imagine: you are a strong hero, a fa-
mous but poor fighter. Day by day you
explore the unknown, looking for mon-
sters and treasure. The more you find, the
more powerful and famous you become.
Your character’s basic abilities
In the game, we need some way of de-
scribing your character, the fighter you
will pretend to be. We can say the fighter
is “strong, fairly nimble, not too smart”
- but we need to describe the character
a little better than that.
We call these descriptions abilities
(Strength, Intelligence, and others). We
measure each one with a number, called
an “Ability Score.” The highest score
possible is 18, and the least is 3 (for rea-
sons we’ll discuss later).
You are a strong fighter; your Strength
score is 17, nearly the highest possible!
You are “fairly nimble,” which means
that you can move swiftly. The name for
this ability is Dexterity. As a fighter, you don’t
need a high Dexterity score.Your Dexterity
is 11 (which is a little above average).
A fighter often isn’t very smart. Your
character isn’t as smart as you are, but isn’t
stupid, either. Let’s say your Intelligence is 9
(which is a little below average).
Now make a note of your
Scores. Anywhere in the middle
sheet of paper, write:
What is “role playing”?
This is a role-playing game. That means
that you will be like an actor, imagining
that you are someone else, and pretending
to be that character. You won’t need a
stage, though, and you won’t need cos-
tumes or scripts. You only need to imag-
ine.
This game doesn’t have a board, be-
cause you won’t need one. Besides, no
Ability
of your
17
Strength
11
Dexterity
9
Intelligence
2
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Learning how to play DUNGEONS 8c DRAGONS@ games!
Your first adventure
If you miss, the goblin tries again, but
misses. You can swing again; roll again
to see if you hit.
If you hit the goblin, he screams and
runs away, down the corridor and into
the darkness. (Goblins can see in the
dark.) You have wounded him.
If you keep missing, keep rolling! The
goblin is trying to hit you, but you keep
dodging the blows. Remember: if you
hit the goblin, he runs away.
Your home town is just a small place
with dirt roads. You set off one morning
and hike to the nearby hills. There are
several caves in the hills, caves where
treasures can be found, guarded by
monsters. You have heard that a man
named Bargle may also be found in these
caves. Bargle is a sort of bandit, who has
been stealing money, killing people, and
terrorizing your town. If you can catch
him, you can become a hero!
As you approach the entrance, you
look around. It’s a nice day, and every-
thing seems peaceful. You know that
things aren’t usually peaceful in caves
where monsters live, and it’s usually
dark, too. So you get out your lantern
and a tinderbox (matches haven’t been
invented yet, so the box has flint and
steel), and carefully light the wick. The
flame sputters a bit, but the oil soon
burns with a soft glow. With your sword
ready, you step into the cave.
It’s dark and musty inside. A passage
leads inward from the entrance, going
deeper into the hill. It looks like the only
way to go, so you head in that direction,
watching carefully for bats and other
nasty creatures.
Suddenly, you see a goblin! He is
smaller than you are, and looks like an
ugly little man with gray skin. He sees
you, gives a scream, waves his sword,
and attacks! You dodge his blow, and
raise your sword to swing.
If the goblin hadn’t attacked right
away, you might have tried talking to
him; but now you have no choice. You
must fight for your life.
Damage and hit points
In the game, when any creature is hit
(either monster or character), damage is
caused. There is a way of keeping track
of damage, called hit points.
The number of hit points is the
amount of damage that a creature can
take before being killed. Hit points can
be any number; the more hit points a
creature has, the harder it is to kill. We
often use an abbreviation for hit points:
it is hp.
Your fighter starts with 8 hp (hit
points) and still has all 8, since the goblin
never hit you. He may have hit your ar-
mor or shield, but never got through
your protection, so these attacks are still
called “misses” - they didn’t actually
damage your character.
You stop for a moment to be sure that
you are all right, and then continue
down the corridor. There are no side
passages, no other way to go.
Ahead, the corridor leads into a wider
area, which we will call a “chamber”.You
carefully approach the chamber, shining
your lantern around to see if anything is
there. A hiss comes from a corner of the
room to your left, and there you see a
huge rattlesnake, almost ten feet long!
Near it, on the floor, are hundreds of
gold and silver coins.
Constitution: Your health
Talking to a snake will do no good at all,
and you can’t just sneak past it. Again,
you must fight. For this battle, you will
keep track of hit points. The snake has 3
hp. On your sheet of paper, near the
bottom, write “Snake 3,” leaving some
room to keep track of the snake’s
damage.
This time, you will need to roll an 11
or higher to hit the snake. It’s slower and
easier to hit than the goblin was. But the
snake has a better chance of hitting you
than the goblin did, because it’s bigger
and tougher.
If you hit the snake, cross off the 3
and write a 2 next to it; you have
damaged the snake. If you miss, don’t
do anything.
The snake then bites at you, and hits!
At the top of the sheet, cross off the 8
after the words “Hit Points,” and write a
7 next to it.
While playing a D&D game by your-
self, you should use this method to keep
track of your hit points, and the hit
points of the monster you meet.
Your fighter is healthy, and can fight a
long time without tiring. This ability is
measured by another Ability Score,
called Constitution. Your Constitution is
16, well above average but not perfect.
Your Constitution affects your hit
points. If you have a low score, you
might only have 2 or 3 hit points. On the
other hand, if you had an 18 Constitu-
tion, you might have as many as 10 hp,
or more!
Write your new Ability Score under
the others on your sheet.
How to hit
In the game, whenever you try to hit a
monster there is a chance that you will
miss - and, of course, a chance that you
will hit. It is very hard for monsters to
hit your fighter, because of your fine
chain mail armor. The goblin isn’t as
hard to hit, because his armor is not
nearly as good.
To swing at the monster, you must
make a Hit Roll. Roll the twenty-sided
die. If you roll an 11 or less, your charac-
ter misses the goblin. If you roll a 12 or
higher, you hit! (This number is part of
the Combat Rules. You will learn more
about it as you continue.)
16
Constitution
Near the top of the page, above the Abil-
ity Scores, make a note of your hit
points:
Hit Points
8
Now back to your adventure:
3
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